Thanks for the suggestions. I switched back to Max 8 for now since I have so much work to do that I procrastinated. I'll then load into Max 2010 as needed. When I model a character's face for example I start by placing verts exactly where I want them. I then fill it all in with polys and then pull it into being. Somehow…
Just a suggestion... try to avoid those T-junctions ( you need to connect the vertices ). They're really bad for the 3D engine's Z Buffer... specially when you put the object far from the camera. Also, increase the resolution of that shadow map . Blocky hard shadows don't help to make a nice image :D Btw... did they allow…
Yay, nice improvement! Now looks much better! Just a few things: These "buttons" won't be better to "bevel" them as (caution with coarse angles... setup normals there(marked in blue color) smooth ) instead of making those planar triangles? In that way the normal map aspect will be enhaced better... but will increase the…
Err, I messed up the images. I've uploaded the original sized ones now. Thanks everyone! MoP: Yes, I've used Brad as reference. I wated to make him a bit grittier. ScoobyDoofus: Those are the things that attracted me to this concept. I think it's a matter of love it or hate it :) praxedes: Yeah, the back hinges shut over…
You can't mirror the tiles outside of the 0-1 space (live area) they will always be tiles with the same orientation of the original. Like this: What you can do is stack the piece you want to mirror. If you want the seam to be flawless you can mirror the piece (flip it inside out) and even stitch the edges together to…
got the planning done today lots of reference pics in there so you can see what I'm drawing from. Big drumlike rail to make a humpback shape, rocketpack can move along the rail, rotate left and right, it also has a track and pivot point so lots of freedome there. A rocket like this would give him some verticality, and the…
Hi- I'm in the process of fixing the geometry for the overall model, as at the time I consciously had n-gons and holes in it. Thus the model will be in quads (with a few triangles here and there) so I can work with it in Zbrush. In an attempt to make things easier, I will also be importing the model as separate meshes so I…
Weiser_Cain: bear, glad you mentioned it. will get rid or alter head plate. stoofoo: thanks for the tip! killingpeople: no offense taken. i know my abilites or lack thereof. i will defintely get rid of the old stuff. and bobos models too. and ill probably target being a texture artist. the concept artist thing... out the…
Hello everyone. I have troubles figuring out how to do this thing. So it has one hole on top, two vertical ones on the sides, three horizontal ones in front and two rectangular insets on sides. Also beveled corner. And it's all curved. Fun stuff. At first i've tried to do holes without smoothing blockout at all. But i got…
Hi everyone! Long time lurker, first time poster here on this forum. The other day I stumbled upon the #256fes hashtag on the Japanese twittersphere, where artists are prompted to model a character within a budget of 256 faces (or even less?) and a texture map of 256x256px (Since I can't make out the origin of this…